I believe introductions are in order, so I present myself; Caeltos. I've been playing DoW2 since the beginning of time (which is since the early beta days) and throughout my journey in DoW2, I've managed to lead/play with the most succesful teams in events/cups/tournaments, most specifically throughout the EMS season alongside with Team Diamond /DA. Apart from that, I've been a co-caster and livecaster and helped alot of people into becoming better gamers.

Throughout the years, there's been balance complaints left and right- altho, some have been uncalled for and sometimes the cries of the bads have had an onfortunate effects on the how the game was played. However, most of these cases it's been rearranged, but it might have been taken abit to long for Relic to readjust these issues. (Partially throughout the GFWL service time period however, whereas Steamworks is still kicking in).

But alas, it's come to my conclusion that if we are to test things and make things viable, there's deemed to be some sort of mod around to test and mess around things. You could call it a Balance Mod, but these things are subjective and somewhat hard to accomplish with the lack of playerbase that's deemed to make a metagame settle in and make logical and reasonable conclusion on short timespans. So for me, this is just a mod that doesns't stray away from the formula, but aims to improve the gameplay generally more smoother and consistant.

Q & A:

Q:Will you add new units?
A: So far, the only new additional "unit" is the Nurgle Predator, which has finally gotten a nice niché and role in the Chaos T3 roster. I'm very pleased with how it ended up, I owe Kolaris lots for that one. Some other units has gotten some tweaks to counter their respective units they're suppose to excel against at more accordingly. I might in the end up adding new units, depending on if I see them fit, and needed.

Q: How is the balance in 2v2/3v3?
Since this mod was aimed towards competetive 1v1 play, balance in 2v2 and 3v3 are on second priority. If you notice any glaring differences in balance, feel free to comment in this thread with your feedback, and we'll see what differences we can do to make it enjoyable for every bracket players.

How to install:
Extract everything into your Retribution folder. Steam shortcut should have the following:

-dev -modname Caeltos_Balance_Mod

If you want to change the name, the folder, names of the .module files, and all instances would need to be replaced in the .module files.

Patch Notes

Space Marine

Global Changes
For The Emperor! now also applies melee damage & works on Terminators.
Blessing of the Omnissiah duration increased from 20s to 30s. Recharge from 150s to 100s.
Larramans Blessing now restores all dead commanders at their HQ. Recharge from 50s to 90s.
Angels of Death duration from 8 seconds to 6 seconds.

Force Commander
Increased range on Stormshield ability from 10 to 25.
Increased damage on Chainsword on FC with Stormshield by a small amount.
Increase range distance capabilties on his Teleporter Pack.

Apothecary
Removed after heal-regeneration effect on his Heal ability.
Increased Base Health from 550 to 625.
Full-Auto Knockback now no longer works on Sentinels.
Full Auto Knockback duration reduced by 1.5s

Techmarine
Reduced the regeneration rate from Artificers armor from 0.5 to 0.3
Bionics now increases health regeneration by an additional 0.1 and enhances his prowess. (+10 weapon skill and an additional 15% melee damage)
Plasma Gun Overcharge now has a new visuals for during effect & after
Plasma Gun Overcharge overheat duration increased by an additional 2s.

Global Changes
Malignant Blindness now activates immediately. Cost reduced from 125 to 100.
Bloodlust cost decreased from 275 to 250. Now applies also from ranged damage. But only 1% instead of 2% if melee.
Dark Flames cost increased from from 125 to 175.
Touch of Nurgle now has a cooldown of 3 seconds intervals between each explosion.
Plague of Undeath cost decreased from 250 to 200.
Obnoxious Cloud cost increased from 200 to 225. Duration reduced by a medium amount.

Chaos Lord
Combi-Flamer damage done reduced slightly.
Blood Maul knockback now also leaves an after-effect of being stunned for a short period of time.
Blood Maul damage increased from 150 to 175.
Reduced cost on Blood Maul from 150/50 to 150/35.
Harness of Rage grants an additional +50 health
Harness of Rage cost reduction from 125/25 to 120/20
Daemonic Visage now grants a static -15% damage done and -10 melee skill to all nearby enemy units.

Plague Marines
Cost changed from 500/40 to 440/40
AoE Healing no longer benefits the other Plague Marine members in the squad.

Chaos Dreadnought
Reduced power cost from 140 to 120.
Reduced cost on all Mark upgrades to 100/20

Chaos Predator
Mark of Nurgle now fires explosive corrosive shells that leaves an area of effect on the ground, dealing damage over time and debuffs enemies.
Mark of Khorne increases bolter damages by an additional 50%. (Default damage is 22.67 each)
Mark of Tzeentch AoE decreased to make it less effective vs Infantry.

Great Unclean One
Windup-time on Vomit reduced by 1.5 seconds
Now passively slows/damages all nearby enemy units.

Warlock
Shroud of Darkness ability is now duration based instead of energy. Lasts for 15s.
Heart of Darkness no longer requires you to take damage to use.
Merciless Witchspear knockdown effect has now a cooldown of 3 seconds interval.

Farseer
Doombringer damage increased from 75 to 85.
Runes of Reaping reworked. Now reduces the cooldown on all your abilities by 25%. .
Armor of the Asuryan cost decreased from 200/60 to 150/50

Guardians
Starts with Fleet of Foot.
Reduced cost of Guardians from 300 to 270.
Battle Equipment cost increased from 50/15 to 70/20. Now also increases ranged damage output of the squad.
Increased Warlock upkeep from 7.8 to 10.8
Warlock cost increased from 65/15 to 75/25

Banshees
Banshee Exarch cost changed from 85/15 to 100/25

Rangers
Increased build time from 21s to 28s.

Shuriken Cannon Weapon Team
Build Time decreased from 40s to 30s.

Wraithguards
Can now enter Webway Gates.
Now retreats slightly faster with a Warlock.

Wraithlord
Power cost decreased from 120 to 100.
Brightlance Weapon Upgrade can now fire on the move.

Global Changes
Hellfury Strike now also supresses enemies within the area of effect.
Banewolf Call-in now also have a power cost tag of 40
Basilisk Flare duration increased from 10 to 14s. Recharge duration decreased from 120 to 60.
Basilisk Creeping Barrage cost increase from 175 to 200.
Leman Russ Call-in cost decreased to 500 requisition from 650

Commissar Lord
Powerfist cost decreased from 200/50 to 150/40
Aura of Discipline changed, now heals all units that are near the Commissar passively. Similliar to the Stubborness. Cost increase from 125/35 to 150/30
Carapace Armor now also makes Inspire Courage no longer cost any energy to use.
Bionic Eye no longer grants any additional Energy.

Guardsmen
Sergeant cost increased from 85 to 100

Sentinel
Reduced detection range from 15 to 10.

Heavy Weapons Team
Reduced Pop from 12 to 10.
Sergeant is now 2 pop from 3

Global Changes
WAAAGHHH! now regenerates passively slightly faster
Call Da Boyz now only reinforces units once rather then in a continous fashion.
More Dakka now gives you also a chance to cause knockback.

Banshees
Aspect of the Banshee cost from 100/25 to 85/20
Banshee Exarch health increase from 200 to 240

Brightlance
Now has a toggle effect that decreases damage done by the brightlance by 75%, but targets that are shot by the Brightlance now take an additional 25% more damage from all sources. Lasts for 4 seconds. 100% accuracy
Cost increase from 300 to 330